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Crises occur when you are powerful enough – if you quickly acquire artifacts and develop as a mage, you won't have to wait long for crises to occur. Remember that you can also manually delay/disable them in Game Rules.
Magical Research has a long cooldown because it is powerful, which also emphasises its significance and uniqueness. But the cooldown (40 years) can be reduced: genius, erudite oracle, scholar traits, and magic theorists (arcana legacy perk), magic academy (place of power), necronomicon (artifact), Loremaster (high council position).
If you have all of this, the cooldown can be shortened to 7 years.
This mod is so fun. Wish you the best of luck in the future
1) Thanks ;>
2) The mod has already completed its development phase, and I am not planning any work related to adding new content at this time. However, if that were to change, the nomads would likely require additional attention.
3) I heard that someone had the same problem, but the conclusion was that it was a conflict with an unknown mod. The exact cause is also unknown, but you should start your investigation by comparing the '*/common/artifacts' folders. Perhaps some keywords overlap: ‘magical_unique_template’ or some visuals. If the keywords overlap, the solution would be to change the keywords in one of the mods.
Or maybe it's something to do with the graphic assets ("asset = { ... }" clauses shoud be adjusted somehow in this case).
I have a suggestion - any chance for a nomad-specific mage tower to cart around in the yurt? Perhaps with half the powers of a fixed mage tower?
I also have a question. Prior to 1.16 this mod was wholly compatible with MB+/Gambo super compatch (placed last) - could not find anything that didn't work as intended for the MB+/Gambo list or Witchcraft. Now, if I put witchcraft on, no artifact icons appear, and artifacts are invisible at the royal court. Almost certainly the conflict is with Artifacts Variations II, but having reviewed the files I could not see an obvious cause. Can you point me in the right direction as to what I should be looking at to create my own compatch? (I don't expect you to do anything at all to fix this, but if you or any reader has any pointers for me I'd appreciate that)
Special projects are unlocked randomly when you conduct magical research. For more information, see here:
https://steamcommunity.com/workshop/filedetails/discussion/2837844350/4353368163571187925/
What gives you the improvement of the singularity special project?
If there has been a malfunction, the best thing you can do is to give the artifact to someone, preferably someone who is far away from you.
Preventive action can also be taken before the problem arises:
1) The more often you use AS, the greater the chance of malfunction. This means that it is best to use AS only when it is badly needed (battles in which you participate also count as AS use).
2) Improving AS through special project will prevent malfunctions in the future.
Generally speaking, no, archmage is a lifetime position.
There are indeed rare cases where an archmage might lose their position - for example, they could choose to step down - but that is unlikely to happen with AI.
@Meister Erpel
:)
Thanks! I tried it and it worked as it should. Great mod by the way!
At the Mage Summit you must have the intent to show superiority and become a speaker. You will then have the opportunity to submit your nomination for archmage. And if there is already an archmage, you have to kill him and convene the Mage Summit, which will automatically start the election of his successor.
The Mage Tower used to be built with the Mage Tower perk, but this perk is now gone. However, when you develop the sorcery tree, there should be an event that allows you to build the tower. I'm not sure if it appears when you are unlanded.
Anyway, if you develop the tree and are a regular ruler, then sooner or later a corresponding event should appear (well unless you already have some towers in your territory - generally you can only have one unless you capture another one).
@织田信长
Np, it's good that you mentioned the problem. Let us know if you find a mod that is causing the conflict. It could also be a bug in the game itself. An excess of mods can cause some non-obvious interactions.
Yes, I tested it, and when only Witchcraft, AGOT, and some AGOT sub-mods are enabled, there’s no problem. However, when I enable a sufficient number of mods, this issue appears. I troubleshooted for a long time, and it seems like it’s not caused by any single mod. This is really strange.
The root cause of this issue is indeed not Witchcraft; I made a mistake. Sorry about that.
last i remember it was tied to the magical experiments perk, yet it doesn't work for me despite functioning for the AI
I am using elf destiny and rice btw
Unfortunately, I have not been able to find these problems. When I have run both mods, the artifacts have the correct appearances (as in the graphic above).
Where are the localizations missing? Maybe use some sub-mod for AGOT that affects the items.
You can also resubscribe Witchcraft just in case.
This is really frustrating, as both mods are among my favorites. Could you, the author, please fix this? Thank you so much!
Keeping up for google results in the future
Could it possibly be something from this mod? Screenshot for reference: https://i.imgur.com/5UznFAf.jpeg
Nice ;o
@arporter96
You can start just like that, but it's worth seeing the FAQ ;) If you have questions, you can ask them here.
No, for Bael it is enough if the player is a mage, has more than 50 secret knowledge and at least two magic items.
Note that Bael will not appear if another crisis is in progress or if it has been excluded in the game rules.
Even if all the conditions are met, the arrival of a crisis is random and may not occur for a long time.
The 2.0 update was a little bigger than the previous ones :>
The whole thing looks pretty good. HF ;)
I see. It is good that the problem has been solved ;)
Managed to fix it. By adding a mod for extra lifestyles, I was able to open the demonic.
As @Harabec said it was an overflow of the lifestyle board so I couldn't interact with the lifestyle buttons on the sides of the board.
I'll do something about it, but I'd rather just remove the fake notifications than add actual removal (Samael is already very strong anyway). I'll give it some more thought. Thanks for your observation ;]
I can see on the overlay that the healing spell of Samael also should work on congenital traits (wheezing) and deformeties like one-legged. But it does not removed them. Is that something you could fix?
Or is it a trivial problem? Focuses can be changed once every 5 years (if I remember correctly), so maybe it's just a cooldown going on.
I haven't heard of such a problem, can you say more? What you mean is that you see two focuses for the demon tree, but you can't press either of them?
If you were using a console, then theoretically something could have gone wrong here. But that's the only cause that comes to mind. Maybe it's actually a UI problem, you could experiment with scaling the UI in the settings.
Hi!
After receiving the demon trait, the demonic lifestyle became available to me.
However, I can't select it. The select button is not active when I hover over it. Could it be that the character has too many lifestyles? There are 8 of them, 5 standard, 1 from DLC and 2 mod ones.
Can you suggest a solution to this problem?
That can happen. The remaining demons have probably dropped out of the summoning pool because they have been used up or even already exist in the material world - you cannot summon a demon that is already present in the world. And sometimes, summoned demons can remain in it for various reasons.
Also, some demons may not be available due to some special circumstances e.g. Hecate cannot be summoned for the first time if you do not have a soul.
I counted 11 special demons in total, but some are one-offs.
@Crepe
Good point :o
Thanks, I'll try to do something about it.
I'll keep that in mind, thanks :]
Well...
Open ev10.txt file (events dir) -> find "magic_ev10.145" event -> remove hidden_effect section in the option. This should help.
For now, I'm mostly resting, but I already have a few open projects, the main one being a computer game. For the time being it is too early to talk about details - years will pass before it's finished (if it ever is, because only a few of my projects actually get completed).
But sometimes, the journey is just as important as the destination :>
@galofir
Asmodeus's failure is a cause of great shame for him, so he disappears from your world as quickly as possible (it's possible he's too ashamed to go back to hell, so he'll probably go somewhere else).
But as a consolation, after defeating him you should receive a special modifier that permanently increases your Power.
Although since you beat him, you're probably already the most powerful in the world anyway ;) Gz.
Ty, may all our wishes one day come true ;)